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Check this out!
This is NOT STUPID !!!!
https://www.youtube.com/watch?v=dSBhfCDQ9BU
Im giving away FOUR copys of State of Decay 2 over on my youtube channel
I was trying to know all the differences between making a facility interior and making it interior, besides the conditions that certain facilities must be either way anyway, like how the garden must be exterior and the shooting platform must be at the gate. So far, I've discovered a fairly useful difference between interior and exterior choice when it comes to the kitchen: In State of Decay YOSE (Year-One Survival Edition), you can use the kitchen to produce snacks (for stamina) and coffee (for fatigue), consuming food resources, which you can get from the garden anyway, only if the kitchen is interior! If you build the kitchen on an exterior slot, you can't use the kitchen to produce snacks and coffee. I've tested this in SoD YOSE story mode, and I expect it works the same way in Breakdown.
I don't think the same applies to the classic or original version of State of Decay, as I don't remember any coffee or snack options in the first home base of story mode, the church. But if this was updated in the original version, too, please share the info with others as a reply.
If you have any other tips regarding differences between interior and exterior slots for home-site facilities, please share them. Thank you.
so for all you fellow state of decay fans how far have you got bc i have quit playing this game along time ago but for sometime now my mom has been playing and has almost reached level 50 (49 right now) whats the highest anyone has gotten
So I had some time to kill (read: I have no life) and decided to do some in-game weapons testing. Tested on Breakdown level 3, PC version 14.6.23.5340.
Says on the Wiki that some ammunition types are low-powered, some medium-powered et c. I wanted to test that. Most zombies go down with a single shot in any case, but ferals may take more than one and juggernauts can suck up a lot of damage. So I measured ammo power by the number of headshots it takes to take down ferals and juggernauts. I used characters with the "focus aim" ability and tried each weapon twice for accuracy (or sometimes three times, if I messed something up). Here are the results for juggernaut hunting (weapon used for testing - ammo type - number of headshots needed):
Fifty-Seven - .22 cal - 14
MP 90 - 9 mm - 20
G32 - .357 cal - 18
UMP Pro - .40 cal - 10
Model 29 -.44 cal - 7
Super Z - .45 cal - 10
Mini 14 - 5.56 mm - 10
AK47 Custom - 7.62 mm - 7
Mk 15 - .50 cal - 4.
Results for shooting ferals:
Fifty-Seven - .22 cal - 2
MP 90 - 9 mm - 3
G32 - .357 cal - 3
UMP Pro - .40 cal - 2
Model 29 -.44 cal - 1
Super Z - .45 cal - 2
Mini 14 - 5.56 mm - 2
AK47 Custom - 7.62 mm - 1
Mk 15 - .50 cal - 1 (also got a multikill bonus for some reason).
It looks like .22 rounds are actually more powerful than 9 mm or .357 rounds, which means the Fifty-Seven is arguably the best low-caliber weapon in the game.
Are there differences between weapons using the same ammo type? This would take a lot more testing to answer conclusively, but doesn't look like it. I tried out the juggernaut thing with three other 7.62 cal weapons (Mk. 16 Mod.0, M1 Garand, 700 Huntsman) and got the same result.
I've also noticed a difference in the effective range of a weapon, meaning the distance at which a zed will go down with a single headshot. I couldn't figure out a very good way of testing this, as juggernauts don't seem willing to stand around at a controlled distance. I did get some results, though: I climbed one of the survey towers all the way up, used firecrackers to attract zeds and tried if ordinary zeds would go down from that distance. .22, .357 and 9 mm weapons merely slightly staggered zombies, but they wouldn't go down even as I emptied the clip. I had some sort of a targeting issue with the .50 rifle and couldn't get hits at all; all other ammo types killed an ordinary zed with a single round. I'm pretty sure weapons get progressively less effective as distance grows, as I've sometimes killed zombies with several .22 cal headshots from a moderate distance, and I've fired long distance shots with a 7.62 weapon which did not kill with a single shot.
So there.
so i finally decided to get a copy of editing tools for SoD and have made a few mods check them out here http://www.nexusmods.com/stateofdecay/users/11536854/? . i only have mods for lifeline now but im experimenting with scripting in my free time and plan on making custom heroes for breakdown at somepoint.
Hey there, just wanted to share some interesting people I've found in the game. I thought about trying to write down a list of all the different NPCs but decided that'd take a little too much effort, but I do remember a few of them:
One of my favorites in Breakdown is the loner cop with the paisley shirt, in my game he's named Wyatt Racz. Starts off with plenty of firearms skill, and he's probably my favorite.
In the original game, I had a woman that was a Web Developer at one point. I believe there's another WD in Breakdown, but I seem to remember this woman as being fancier than the Breakdown version. Also in the original, I liked the plumber guy who was not only a good cook but also great at construction.
My favorite I've found so far was a guy with a farmer's hat and a "Three wolves howling at the moon" t-shirt, though. I wish I could've recruited him, but he ran off when a juggernaut glitched into his house. I want to know if anyone else has seen him.
Any special/favorite survivors for you all?
My worst experience started off as a normal mission. Maya was either scared or angry (can't remember.) and I had to calm her down. So I moved to marshal at the time so I hadn't ventured any of the buildings. So Maya (and genetically named character Jayce) went into one building for Maya to blow off steam. Right when Maya walked in a Feral Zombie Crashed through the window. As Jayce was fighting the Feral (and losing) an explosion went off inside. Somehow both a rotter and a feral spawned in the same location. As 2 patrolling hoards become alerted Maya dies. So Jayce desperately tries to escape but is Gruesomely murdered as well. I got Jacob to go to the building to retrieve Jayce and Maya's belonging when I see it. Somehow. There was a bloody Juggernaut in there as well. Long story short 2 of my survivors died, the Juggernaut was trapped in there, the feral stalked me home, and Marcus is still awesome.
My marcus almost got ripped in 2... I mean seareusly could see the wound on him... lucky Maya sliced of its head mid-animation saving Marcus.
Obviously outposts are needed to defend against hordes, so you'll need some close to your home. But how about outposts set up purely as a loot dump?
My favorite by far as of this moment is the barber shop in Marshall. It's kitty-corner to the police station, and is actually a barber shop, another office, and a second floor that's pretty empty. You can't miss it, it has a big boot that says Ted's Handmade Boots on the corner of the building and has a survey point on top of it.
When you establish an outpost here, it provides a great respite. The stash is located on the second floor, with two entrances for you, being the door or a fire escape, but only the door can be used by zombies. Combined with the long hallway up the stairs, this presents a great defensive location, complete with the fire escape to bug out if you're overwhelmed.
The survey point on top really helps you map everything out for the first time, and find special zombies.
That, and it's literally right across from the police station. So easy to take all those guns! As a matter of note, it seems most of the offices have guns in the desks too, and you're near a ton of them. If you're low on firepower, check around. It's mainly pistols, but it will shut your survivors up.